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A-life vs A.I.

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  14:35:33  17 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333
A-life vs A.I.

I think this one was the main selling feature in Stalker series. Meaning the NPCs could travel beween levels and decide what they do and when.

I did enjoy COP for a long period now....untill I realised that there is no A-life in COP.

All NPCs are generically created on the levels and always stay there untill they die (which happens pretty easily as well). this makes the world seem non persistent!! In shoc you could meet a guy in garbage and then, if he was lucky and skilled, you could meet him again in ARMY territory.

So no level changers that the NPCs can use, mask a bit the issue with the guides and you have an excellent game ....but at the end leaves that feeling of something is wrong with the atmosphere.

I really hope we see A-life back in STALKER 2, thats all !
  16:05:52  18 April 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177
Yeah, the other thing that the lack of level-changing AI does is eliminate the random conflicts that used to arise when replacements spawned on another map, then had to travel through multiple maps to get to their designated camp.

CoP seems to have replaced this with a "triggered-spawn-conflict" system, where entering the trigger radius of a spawn point causes a specific set of opposing AI's to spawn and fight it out. After one side has won, you can leave the trigger area, come back, and a fresh threat will spawn to attack whatever is left of the winning squad. The actual combatants seem to be randomized, but the location is always the same.

Once you begin to notice where the trigger points are, it feels kind of artificial and "videogame-ish." I hope that A-Life in Stalker 2 is more sophisticated and contributes to more of a persistent world feel.
  00:07:55  19 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333
+1 ...in a few words I love the additions on the new engine, but cop feels generic....
  11:31:57  20 April 2011
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Pastor J
Zone Preacher
(Resident)

 

 
On forum: 09/25/2008
Messages: 316
What silliness is this??

COP's Alife is still Alife, it just doesn't change levels. It still roams the level, which is the size of several from SOC, creating dynamic conflicts.

And it makes sense to not change levels in the story. This is near the center of the zone and extensive travels are done by experienced guides only, most people don't have the ability to navigate b/w "levels."

The one oversight is that in Pripyat East you actually saw the zombies spawn in the school. That was a silly overlooked mistake. Pripyat East feels a bit rushed in general.

Other than that it's all good
  12:10:16  20 April 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
CoP suffers from delayed spawns. The code only spawns squads offline outside of switch distance, but due to the fact that the game only runs on a single processor thread mainly, some stuff gets delayed, like spawning. This results in the spawn checks being evaluated while the actor is more than 150 meters away, but later doing the actual spawning when the actor is a lot closer.
Also, sometimes the switching is delayed as well, due to the single threading nature of the game.
  13:13:11  20 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333

---QUOTATION---
What silliness is this??

COP's Alife is still Alife, it just doesn't change levels. It still roams the level, which is the size of several from SOC, creating dynamic conflicts.

And it makes sense to not change levels in the story. This is near the center of the zone and extensive travels are done by experienced guides only, most people don't have the ability to navigate b/w "levels."

The one oversight is that in Pripyat East you actually saw the zombies spawn in the school. That was a silly overlooked mistake. Pripyat East feels a bit rushed in general.

Other than that it's all good
---END QUOTATION---



Hi mate,

I am not a modder my self so I can not answer technically...but I know what feeling I get:

- spawn 3 loners => move to a camp...die
-spawn 3 bandits go to a camp....die
- rinse and repeat...no persistant world there ...the only people u see more than 2 times in a row are plot-related NPCS.

- Spawn 3 boars go to a smart terain....chase around
- spawn 3 fleshes go to a smart terain ...play around ....etc

You get my point? pls notice the magic number 3....what happend to loners...it is always 3 unless someone died and no 2 squads join together on a camp...I don't know it is just the taste I get by playing several hours!
  13:56:52  20 April 2011
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Three Mile Island
Senior Resident
 

 
On forum: 11/04/2008
 

Message edited by:
Three Mile Island
04/20/2011 13:57:16
Messages: 3835

---QUOTATION---
And it makes sense to not change levels in the story. This is near the center of the zone and extensive travels are done by experienced guides only, most people don't have the ability to navigate b/w "levels."
---END QUOTATION---


Since there are no dangerous anomalies preventing you from travelling inside a large CoP level, why should travel between levels be any harder?

Furthermore I think the large level sizes in CoP were a mistake. To avoid making them feel too empty GSC had to fill them with too many building etc, making them feel congested instead.


---QUOTATION---
The one oversight is that in Pripyat East you actually saw the zombies spawn in the school.
---END QUOTATION---


Things like that happens all over the levels.
  16:50:22  20 April 2011
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
 

Message edited by:
Darkh4
04/20/2011 16:51:57
Messages: 1177

---QUOTATION---
What silliness is this??
COP's Alife is still Alife, it just doesn't change levels. It still roams the level, which is the size of several from SOC, creating dynamic conflicts.

---END QUOTATION---



Very rarely do I witness a fight that started because two enemy groups crossed paths. I mostly only see that just outside the radius of the safe areas, as rival groups leave or return for the day.

Most conflicts I see seem to be caused by scripted spawns triggered by getting within a certain radius of a camp. The fights always seem to happen in the same places, while other areas are perpetually abandoned. I've gotten to the point where I always expect to see certain fights in certain areas, every time.

For example, there's the Bandits/Stalkers/Dogs fight that always breaks out at the truck on the road up to the Ranger Station. Or the Bandits/Stalkers/Zombies fight at the camp just south of the Sawmill. Or the Duty/Mutants/Freedom fight just north of Yanov Station. Or Duty/Controller fight at the northern train tunnel. Or the Duty/Mutants fight at the AA Complex. Or the Freedom/Duty/Zombies fight at the Cement Factory. I could go on and on.

It would be nice to see more varied spawns, and NPC's who randomly wandered to any area of the map throughout the day, rather than just head to one of a limited number of smart terrains in the morning, hang out there for the day, then head back to the safe zone at night.
  20:04:11  20 April 2011
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arapisuk
Senior Resident
 

 
On forum: 02/28/2010
Messages: 333

---QUOTATION---

It would be nice to see more varied spawns, and NPC's who randomly wandered to any area of the map throughout the day, rather than just head to one of a limited number of smart terrains in the morning, hang out there for the day, then head back to the safe zone at night.
---END QUOTATION---



You hit the spot right there...when freeplaying I tried to roleplay so I joined groups to follow around and see their schedule....After reaching the smart terrain...camp,rocks... they would stay there till night where they had to return to safe area.
  17:51:03  21 April 2011
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4119
Yeah, I wish GSC would make it like Jamie's Faction Wars mod for SoC at the end of the story. So much unpredict-ability with Stalkers going around on their "free will".
 
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